The Deep: Ocean Overhaul
A whole new world within Minecraft!
(Or rather, an expansion on something hardly used in the world.)
Update 02/22/12: Expect an update in the next couple days, be prepared to hunt for treasure! Also, I'm working on giving you guys some juicy screens of the working models/textures of everything.
Pictures (currently only of the suit):
[spoiler]
alt:
[/spoiler]
Downloads:
[spoiler]v0.1 - Diving Suit [url=http://www.mediafire.com/download.php?lwop99al9vnaok4]Direct - Mediafire[/url]
[/spoiler]
Requirements:
[spoiler]ModLoader -[url="http://www.minecraftforum.net/topic/75440-v11-risugamis-mods-everything-updated/"]link[/url]
Dynamic Lights -[url="http://www.minecraftforum.net/topic/184426-11-snapshots-dynamic-lights/"]link[/url](optional, may not be currently usable anyway)
[/spoiler]
Installation:
[spoiler]
1. Install Modloader
2. Install Dynamic Lights (mc-patcer version recommended)
3. Delete Meta-Inf folder in Jar
4. Move everything in the labeled folder into the minecraft jar
5. Move everyting in the labeled folder in the the .minecraft folder
6. See readme for alternate texture instructions
[/spoiler]
Compatibility:
[spoiler]-Anything that modifies the agq class will remove the overlay of the helmet. I had to alter the GuiIngame file to render the overlay beneath the Gui. Working on a solution that doesn't modify base files.
[/spoiler]
This mod aims to completely revamp the experience of Minecraft's oceans. In vanilla, oceans are bland, barren places: simply barriers between continents, and shoddy ones at that. The Deep seeks to change all of that, making the oceans and their depths fully explorable, and worth exploring.
The mod will be released in parts, as I finish and polish each set of features. When finished, it will be available in both packaged and modular versions (for those who like to pick and choose features).
Now, on to the mod info!
Planned Mods:
1. Deep Sea Diving Suit! *AVAILABLE NOW* v.01
Features:
[spoiler]
-Something that's been done in many iterations, but never with so many features all in one tidy package
-Offers survivibility, mobility, visibility underwater,
-Currently same strength and enchantibility of Chain
-Crafting recipes on par with piston technology (all recipes require redstone, iron, etc.), accessible by mid-level players, lvls 15-31?
*Helmet allows underwater breathing
*adds custom vignette
*lighted via Dynamic Lights (may not work, dynamic lights as a whole isn't working for me atm)
*Chestplate allows faster movement through water
*Leggings Allow for emergency rises to surface
*Boots are weighted to sink like a stone to even deep ocean floors!
Recipes (a little strange, but much thought out):
[spoiler] Atmospheric Diving Bell
A wraparound iron helmet with three viewing windows + restone-powered air compressor/light
= redstone, and = glass panes
Self-Propelled Diving Plate
An iron chestplate with an added, redstone-driven propeller
:Iron::Red::Iron:
:Red:%:Red:
:Iron::Red::Iron:
Where = redstone, and % = iron chestplate
Buoyant Diving Pants
Iron-mesh-lined leather+wool overalls which inflate like a lifevest from the gases released by small, redstone-ignited gunpowder charges
:White::Iron::GP:
%:Iron::Red:
:White::Iron::GP:
Where = redstone, % = leather leggings, = wool, and = gunpowder
Weighted Diving Boots
Iron boots weighted by gravel, and powered by redstone to control sinking
:gravel:%:gravel:
Where = redstone, % = iron boots, and = gravel
Total Materials: 15 iron (27 if crafting from scratch, whoa!), 7 redstone, 2 gunpowder, 2 gravel, 2 wool, 1 set glass panes, 1 iron chestplate, 1 pair iron boots, 1 pair leather pants
[/spoiler]
[/spoiler]
Pictures:
[spoiler]
alt:
[/spoiler]
Known Bugs:
[spoiler]
-helmet vignette lays on top of in-game gui, had to remove center part to see items/health/armor. need to look into custom guis, may need to re-write that code(again) with API support; API support likely needed in future mods. fixed
[/spoiler]
2. Buried Treasure and Sunken Booty! Also, a reason for maps! Planned_v.02
[spoiler]
-Makes treasure chests spawn (possibly in small clusters) in/on the sand of beaches and ocean floors
*beaches = more chests, lower level loot: iron ingots/armor, leather, redstone, etc. (for crafting Diving Suit) common!
*oceans = fewer chests, higher level loot: enchanted weapons/tools/armor, gold, potion-making/enchanting ingredients, much more possible
-Treasure Detector?
*points toward area of nearest treasure cluster, not to individual chests, still some search involved
*crafted using compass and bones (Pirate Compass, heh, heh)?
C
Where C = a compass and = bone
-Having a map up with a compass in your inventory will display the location of all treasure chest clusters in the map area!
*a real use for maps!
*makes maps relevant, even if you already have a minimap mod installed!
-Skeleton Blocks!
*passive, I swear! (No arrows to the knee!)
*essentially a skeleton head and torsoe in block form
*one per chest cluster, represent past players who hoarded the treasure
*may spawn in areas where player has died (morbid!)
*possible Death Chest mod integration (with Risugami's permission), if not, they may act as containers
*drop bones when destroyed, can be crafed from six bones, either:
or
Where = bone
[/spoiler]
3. Ocean-Specific Mobs! Planned_v.03
[spoiler]
-Hoped-for integration with ocean mobs from DrZhark's "Mo' Creatures" mod, Sharks! Dolphins! Jellies! Fish!
*ONLY spawn in oceans, other water mobs (besides squid?) ONLY spawn in lakes/rivers
*passive mobs only spawn during the day, persist through night if spawned, standard
*sharks and jellies spawn at night, persist during day, but retreat to lower light levels
*jellies are passive unless provoked, then shock/sting player
-NEW BOSS MOB! The fearsome Kraken!!
*spawn at deepest ocean depths, gaurd rich treasure troves!
*require upgraded treasure compass to locate on map? "Golden Compass"?
*1 per ocean biome (maximum)
*Ender-dragon style boss for overworld (oceans specifically, obviously), easier to defeat, more than one
*Two attacks: tentacle and shock damage!
*flash red when attacking or hurt
*attack it's tentacles before it attacks you! (damage bonus, prevents damage to you, tentacles destructible?)
**(hoped-for support for/from Feldspar's Combat++ mod?)
[/spoiler]
4. Ocean Waves! Planned_v.04
[spoiler]
--NEEDS TO BE ASSESSED FOR MEMORY REQUIREMENTS, even simple versions may be memory-intensive, (low render-distance of these blocks preset? configurable?)
-Adds working water waves to Minecraft Oceans!
*move up/down according to density functions (determined by theoretical wind direction)
*somewhat like a piston, but with more states than just on/off: 1 block height, 1.25 block height, 1.5, 2 blocks max (in storms)
*replaces top layers of water with these blocks, and several layers down with current blocks
*push boats and other entities!
*non-water mobs swept up by current when swimming
*current pulls you to surface/moves you along from about 10 blocks deep; salt water is more bouyant, oceans have strong currents!
*wave blocks push you more than current blocks
*boats impeded accross oceans (not stopped) unless in storm: then you're at the mercy of the sea!
*strategically map/time your journeys; waves boost travel speed SE before noon and NW after, and vice versa!
-Sailing!
*craft sails, and add them to boats to gain all the travel benefits from calm seas, but none of the negatives!
*still gain boost travelling with wind, no penalty traveling against it
*sailboats in storms are just as effective as regular boats on normal oceans
BONUS!!
[spoiler]
-(optional)Beware the Terrible Kraken!
**(optional)storms are more common on the ocean, and lead to the deepest, remotest centers of the ocean (Kraken spawn points)!
**(optional)oceans in storms can spawn Kraken very near to the surface above their dwelling, where they may detect you!
**(optional)thunderstorms are more common on the ocean, and can spawn the Great Kraken, a foe spoken of only in lost legends!!!
[/spoiler]
-**(may try to make the player unable to jump from moving part(/whole thing) of wave block, to enforce navigation difficulty. I don't believe you should be able to breach like a dolphin when caught up in swells (unless you're wearing your Wieghted Diving Boots!). will probably make this and other features configurable.)
[/spoiler]
also
5. Texture Pack and HD Support! Planned_v.05
[spoiler]
-planned support for various popular x16 x32 and x64 resolution texture packs
*Coterie craft 16x16
*DokuCraft Revival 32x32
* Misa's 64x64
[/spoiler]
Possible future features:
[spoiler]
-various nerfs/fixes, particularly toward arrows:
*arrows slow down in water, as they should (makes water a viable defense mechanism--those blasted skeletons!!--, adds even more challenge to Kraken/Sharks)
-coral reefs (Made out of blocks like sponges, multiple types, behave like trees--grow from base, decay, etc.)
-MASSIVE whale mobs, sperm/blue varieties (blue whale may have some bonus content to go along with it...)
-mermaid mobs/NPC's (possibly sirens, attack upon breaking eye contact like Endermen? NPCs? something else entirely?)
-underwater cities/forts/ruins--MOAR TREASURE
-Hookshot/Boomerang mod integration, better underwater weapons?
-Smart Moving mod patch/integration, to make diving suit behave correctly
[/spoiler]
Disclaimer:
[spoiler]** I'll be the first to admit that much of this has been done before. However, when I looked around for mods to add to exploration underwater, I found only outdated or unpolished mods. I figured I wanted to try for better, so I hunted around for features that fit the package formula, and set out to create something new. Many examples were studied, as I had to learn what the hell I was doing, ideas from previous mods will be into the fold on this project, with re-vamped features, aesthetics, and functionality. All due credit will be given to progenitor mods, but as most of the code therein was rewritten (due to methods that no longer existed in newer versions of minecraft, among other reasons), %99.9999 of the code and %100 of the art will be written/drawn by me. Also, the overall pack aims for a unique experience. **
[/spoiler]
Aknowledgements:
[spoiler]Credit to graefchen, Woot, Lukedude 100, Club559, nadonalt, Feldspar, and DrZhark, whose ideas and hard work inspired this mod,
thanks to Coupon22 and grim3212 whose mod updates made sorting out the code from precursor mods in terms of 1.1.0 possible,
and thanks to the awesome tutorial community on youtube for all their work teaching noobs (like me)!
And of course, thanks to Mojang for creating such a wonderful game!
Links to updates of previous mods:
[spoiler]Coupon's Mod Updates (Armor+, Buried Treasures, Coral Reef, and Scuba Diving)[url=http://www.minecraftforum.net/topic/658494-181100110coupons-mod-updates/]link[/url]
Grim's Mods (Miner Helmets)[/url=http://www.minecraftforum.net/topic/985375-110grims-mods/]link[/url]
[/spoiler]
Link to Mo' Creatures (even though I haven't used anything from it, it's still a noteworthy and inspiring mod):
[spoiler]DrZhark's Mo' Creatures [url=http://www.minecraftforum.net/topic/81771-v110-mo-creatures-v322-with-goats-jellyfish-mantarays-and-stingrays/]link[/url]
[/spoiler]
Link to Combat++ (same as Mo' Creatures):
[spoiler]Feldspar's Combat++ [link]http://www.minecraftforum.net/topic/835719-100combat-revitalized-v110/]link[/url]
[/spoiler]
Links to useful Youtube tutorial channels (for budding modders!):
[spoiler]Note: The Minecraft tutorials tend to be in the earlier half of the video lists, but not always
I'm currently working on a very large project which does exactly what yours does and then some, I've allready setup a team and we've begun adding models and code. Perhaps you would like to buddy up?
I'm currently working on a very large project which does exactly what yours does and then some, I've allready setup a team and we've begun adding models and code. Perhaps you would like to buddy up?
On another note is this mod discontinued/dead?
I have the same question as Cyclops, is this mod discontinued? And I know the rest of the team would appreciate you buddying up, you could be a good ally to have since you've already done something similar to our project .
I have the same question as Cyclops, is this mod discontinued? And I know the rest of the team would appreciate you buddying up, you could be a good ally to have since you've already done something similar to our project .
Sorry for the late reply, this mod has been on (severe) hiatus due A) various updates derailing the little progress I had made, and B ) the sheer effort of learning java and developing such a project on my own from scratch.
However, I am entirely interested in continuing with the mod. This was and is something I very much wanted for myself, and while interest was light it did seem like something the community would take to. What is the project that you guys represent? PM me with the details, as I would be interested in having fellow modders to work with.
A whole new world within Minecraft!
(Or rather, an expansion on something hardly used in the world.)
Pictures (currently only of the suit):
[spoiler]
alt:
[/spoiler]
Downloads:
[spoiler]v0.1 - Diving Suit [url=http://www.mediafire.com/download.php?lwop99al9vnaok4]Direct - Mediafire[/url]
[/spoiler]
Requirements:
[spoiler]ModLoader -[url="http://www.minecraftforum.net/topic/75440-v11-risugamis-mods-everything-updated/"]link[/url]
Dynamic Lights -[url="http://www.minecraftforum.net/topic/184426-11-snapshots-dynamic-lights/"]link[/url](optional, may not be currently usable anyway)
[/spoiler]
Installation:
[spoiler]
1. Install Modloader
2. Install Dynamic Lights (mc-patcer version recommended)
3. Delete Meta-Inf folder in Jar
4. Move everything in the labeled folder into the minecraft jar
5. Move everyting in the labeled folder in the the .minecraft folder
6. See readme for alternate texture instructions
[/spoiler]
Compatibility:
[spoiler]-Anything that modifies the agq class will remove the overlay of the helmet. I had to alter the GuiIngame file to render the overlay beneath the Gui. Working on a solution that doesn't modify base files.
[/spoiler]
This mod aims to completely revamp the experience of Minecraft's oceans. In vanilla, oceans are bland, barren places: simply barriers between continents, and shoddy ones at that. The Deep seeks to change all of that, making the oceans and their depths fully explorable, and worth exploring.
The mod will be released in parts, as I finish and polish each set of features. When finished, it will be available in both packaged and modular versions (for those who like to pick and choose features).
Now, on to the mod info!
Planned Mods:
1. Deep Sea Diving Suit! *AVAILABLE NOW* v.01
Features:
[spoiler]
-Something that's been done in many iterations, but never with so many features all in one tidy package
-Offers survivibility, mobility, visibility underwater,
-Currently same strength and enchantibility of Chain
-Crafting recipes on par with piston technology (all recipes require redstone, iron, etc.), accessible by mid-level players, lvls 15-31?
*Helmet allows underwater breathing
*adds custom vignette
*lighted via Dynamic Lights (may not work, dynamic lights as a whole isn't working for me atm)
*Chestplate allows faster movement through water
*Leggings Allow for emergency rises to surface
*Boots are weighted to sink like a stone to even deep ocean floors!
Recipes (a little strange, but much thought out):
[spoiler]
Atmospheric Diving Bell
A wraparound iron helmet with three viewing windows + restone-powered air compressor/light
= redstone, and = glass panes
Self-Propelled Diving Plate
An iron chestplate with an added, redstone-driven propeller
:Iron::Red::Iron:
:Red:%:Red:
:Iron::Red::Iron:
Where = redstone, and % = iron chestplate
Buoyant Diving Pants
Iron-mesh-lined leather+wool overalls which inflate like a lifevest from the gases released by small, redstone-ignited gunpowder charges
:White::Iron::GP:
%:Iron::Red:
:White::Iron::GP:
Where = redstone, % = leather leggings, = wool, and = gunpowder
Weighted Diving Boots
Iron boots weighted by gravel, and powered by redstone to control sinking
:gravel:%:gravel:
Where = redstone, % = iron boots, and = gravel
Total Materials: 15 iron (27 if crafting from scratch, whoa!), 7 redstone, 2 gunpowder, 2 gravel, 2 wool, 1 set glass panes, 1 iron chestplate, 1 pair iron boots, 1 pair leather pants
[/spoiler]
[/spoiler]
Pictures:
[spoiler]
alt:
[/spoiler]
Known Bugs:
[spoiler]
-
helmet vignette lays on top of in-game gui, had to remove center part to see items/health/armor. need to look into custom guis, may need to re-write that code(again) with API support; API support likely needed in future mods.fixed[/spoiler]
2. Buried Treasure and Sunken Booty! Also, a reason for maps! Planned_v.02
[spoiler]
-Makes treasure chests spawn (possibly in small clusters) in/on the sand of beaches and ocean floors
*beaches = more chests, lower level loot: iron ingots/armor, leather, redstone, etc. (for crafting Diving Suit) common!
*oceans = fewer chests, higher level loot: enchanted weapons/tools/armor, gold, potion-making/enchanting ingredients, much more possible
-Treasure Detector?
*points toward area of nearest treasure cluster, not to individual chests, still some search involved
*crafted using compass and bones (Pirate Compass, heh, heh)?
C
Where C = a compass and = bone
-Having a map up with a compass in your inventory will display the location of all treasure chest clusters in the map area!
*a real use for maps!
*makes maps relevant, even if you already have a minimap mod installed!
-Skeleton Blocks!
*passive, I swear! (No arrows to the knee!)
*essentially a skeleton head and torsoe in block form
*one per chest cluster, represent past players who hoarded the treasure
*may spawn in areas where player has died (morbid!)
*possible Death Chest mod integration (with Risugami's permission), if not, they may act as containers
*drop bones when destroyed, can be crafed from six bones, either:
or
Where = bone
[/spoiler]
3. Ocean-Specific Mobs! Planned_v.03
[spoiler]
-Hoped-for integration with ocean mobs from DrZhark's "Mo' Creatures" mod, Sharks! Dolphins! Jellies! Fish!
*ONLY spawn in oceans, other water mobs (besides squid?) ONLY spawn in lakes/rivers
*passive mobs only spawn during the day, persist through night if spawned, standard
*sharks and jellies spawn at night, persist during day, but retreat to lower light levels
*jellies are passive unless provoked, then shock/sting player
-NEW BOSS MOB! The fearsome Kraken!!
*spawn at deepest ocean depths, gaurd rich treasure troves!
*require upgraded treasure compass to locate on map? "Golden Compass"?
*1 per ocean biome (maximum)
*Ender-dragon style boss for overworld (oceans specifically, obviously), easier to defeat, more than one
*Two attacks: tentacle and shock damage!
*flash red when attacking or hurt
*attack it's tentacles before it attacks you! (damage bonus, prevents damage to you, tentacles destructible?)
**(hoped-for support for/from Feldspar's Combat++ mod?)
[/spoiler]
4. Ocean Waves! Planned_v.04
[spoiler]
--NEEDS TO BE ASSESSED FOR MEMORY REQUIREMENTS, even simple versions may be memory-intensive, (low render-distance of these blocks preset? configurable?)
-Adds working water waves to Minecraft Oceans!
*move up/down according to density functions (determined by theoretical wind direction)
*somewhat like a piston, but with more states than just on/off: 1 block height, 1.25 block height, 1.5, 2 blocks max (in storms)
*replaces top layers of water with these blocks, and several layers down with current blocks
*push boats and other entities!
*non-water mobs swept up by current when swimming
*current pulls you to surface/moves you along from about 10 blocks deep; salt water is more bouyant, oceans have strong currents!
*wave blocks push you more than current blocks
*boats impeded accross oceans (not stopped) unless in storm: then you're at the mercy of the sea!
*strategically map/time your journeys; waves boost travel speed SE before noon and NW after, and vice versa!
-Sailing!
*craft sails, and add them to boats to gain all the travel benefits from calm seas, but none of the negatives!
*still gain boost travelling with wind, no penalty traveling against it
*sailboats in storms are just as effective as regular boats on normal oceans
BONUS!!
[spoiler]
-(optional)Beware the Terrible Kraken!
**(optional)storms are more common on the ocean, and lead to the deepest, remotest centers of the ocean (Kraken spawn points)!
**(optional)oceans in storms can spawn Kraken very near to the surface above their dwelling, where they may detect you!
**(optional)thunderstorms are more common on the ocean, and can spawn the Great Kraken, a foe spoken of only in lost legends!!!
[/spoiler]
-**(may try to make the player unable to jump from moving part(/whole thing) of wave block, to enforce navigation difficulty. I don't believe you should be able to breach like a dolphin when caught up in swells (unless you're wearing your Wieghted Diving Boots!). will probably make this and other features configurable.)
[/spoiler]
also
5. Texture Pack and HD Support! Planned_v.05
[spoiler]
-planned support for various popular x16 x32 and x64 resolution texture packs
*Coterie craft 16x16
*DokuCraft Revival 32x32
* Misa's 64x64
[/spoiler]
Possible future features:
[spoiler]
-various nerfs/fixes, particularly toward arrows:
*arrows slow down in water, as they should (makes water a viable defense mechanism--those blasted skeletons!!--, adds even more challenge to Kraken/Sharks)
-coral reefs (Made out of blocks like sponges, multiple types, behave like trees--grow from base, decay, etc.)
-MASSIVE whale mobs, sperm/blue varieties (blue whale may have some bonus content to go along with it...)
-mermaid mobs/NPC's (possibly sirens, attack upon breaking eye contact like Endermen? NPCs? something else entirely?)
-underwater cities/forts/ruins--MOAR TREASURE
-Hookshot/Boomerang mod integration, better underwater weapons?
-Smart Moving mod patch/integration, to make diving suit behave correctly
[/spoiler]
Disclaimer:
[spoiler]** I'll be the first to admit that much of this has been done before. However, when I looked around for mods to add to exploration underwater, I found only outdated or unpolished mods. I figured I wanted to try for better, so I hunted around for features that fit the package formula, and set out to create something new. Many examples were studied, as I had to learn what the hell I was doing, ideas from previous mods will be into the fold on this project, with re-vamped features, aesthetics, and functionality. All due credit will be given to progenitor mods, but as most of the code therein was rewritten (due to methods that no longer existed in newer versions of minecraft, among other reasons), %99.9999 of the code and %100 of the art will be written/drawn by me. Also, the overall pack aims for a unique experience. **
[/spoiler]
Aknowledgements:
[spoiler]Credit to graefchen, Woot, Lukedude 100, Club559, nadonalt, Feldspar, and DrZhark, whose ideas and hard work inspired this mod,
thanks to Coupon22 and grim3212 whose mod updates made sorting out the code from precursor mods in terms of 1.1.0 possible,
and thanks to the awesome tutorial community on youtube for all their work teaching noobs (like me)!
And of course, thanks to Mojang for creating such a wonderful game!
Links to referenced diving/underwater content mods:
[spoiler]graefchen's Diving Helmet [url=http://www.minecraftforum.net/topic/715463-181-diving-helmet-v0-modloader/]link[/url]
Woots Miner Helmets/Scuba Suit [url=http://www.minecraftforum.net/topic/280447-173-woots-mods-miner-helmetsv42/]link[/url]
Lukedude's Armor+ [url=http://www.minecraftforum.net/topic/363779-173-lukes-modsarmor-trapdoors/]link[/url]
Club559's Buried Treasures [url=http://www.minecraftforum.net/topic/151762-v15-01-buried-treasures-33-thanks-ncrawler/]link[/url]
nandonalt's Coral Reef and Scuba Diving[url=http://www.minecraftforum.net/topic/113054-166-173nandonalts-mods-coraltreesa-lot-more/]link[/url]
[/spoiler]
Links to updates of previous mods:
[spoiler]Coupon's Mod Updates (Armor+, Buried Treasures, Coral Reef, and Scuba Diving)[url=http://www.minecraftforum.net/topic/658494-181100110coupons-mod-updates/]link[/url]
Grim's Mods (Miner Helmets)[/url=http://www.minecraftforum.net/topic/985375-110grims-mods/]link[/url]
[/spoiler]
Link to Mo' Creatures (even though I haven't used anything from it, it's still a noteworthy and inspiring mod):
[spoiler]DrZhark's Mo' Creatures [url=http://www.minecraftforum.net/topic/81771-v110-mo-creatures-v322-with-goats-jellyfish-mantarays-and-stingrays/]link[/url]
[/spoiler]
Link to Combat++ (same as Mo' Creatures):
[spoiler]Feldspar's Combat++ [link]http://www.minecraftforum.net/topic/835719-100combat-revitalized-v110/]link[/url]
[/spoiler]
Links to useful Youtube tutorial channels (for budding modders!):
[spoiler]Note: The Minecraft tutorials tend to be in the earlier half of the video lists, but not always
x2robbie2x's Channel [url=http://www.youtube.com/user/x2robbie2x/featured]link[/url]
ValcainHD's Channel [url=http://www.youtube.com/user/ValcainHD/featured]link[/url]
HDAViiRuS' Channel [url=http://www.youtube.com/user/HDAViiRuS/featured]link[/url]
[/spoiler]
I'm looking for testers and programmers to help develop this mod! PM me!
Also, feel free to give me any ideas
Support this Mod! Click the + button in the right corner! [Support banner coming soon]
Indeed, I do!
On another note is this mod discontinued/dead?
I have the same question as Cyclops, is this mod discontinued? And I know the rest of the team would appreciate you buddying up, you could be a good ally to have since you've already done something similar to our project .
Sorry for the late reply, this mod has been on (severe) hiatus due A) various updates derailing the little progress I had made, and B ) the sheer effort of learning java and developing such a project on my own from scratch.
However, I am entirely interested in continuing with the mod. This was and is something I very much wanted for myself, and while interest was light it did seem like something the community would take to. What is the project that you guys represent? PM me with the details, as I would be interested in having fellow modders to work with.
Lol but seriously, dont give up on this mod